• 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410»

    That's a strange error. See if this fixes it.


    Yep, seems to be fine, no crash.

    Posted in: Minecraft Mods
  • 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    After adding Mystcraft and Looking Glass to an existing world, I got the following crash with ClimateControl 0.4.beta26 on a dedicated server: http://pastebin.com/zcPtzEQW

    Posted in: Minecraft Mods
  • 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    I got the following crash with beta19 when generating world on a server: http://pastebin.com/nzW5Fifm


    This was on Linux and looks like it's happening because in one place config folder is "worldSpecificConfig" and in another it is "worldspecificconfig", and file names on Linux are case sensitive.


    Also, I this crash on client side when trying to join the server: http://pastebin.com/KYGVTghN

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TennePG»
    I have a crash when I try to open up any research

    I guess it's not a good idea to use Forge from the "new" branch yet.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4]Tinkers' Mechworks
    If you are having drawbridge crash with
    java.lang.ClassCastException: net.minecraft.client.multiplayer.WorldClient cannot be cast to net.minecraft.world.WorldServer
    You can try this build - it is based on 0.2.8 version and includes this minor change, which appears to fix this crash for me. It is a client-only update and should work with servers running 0.2.8. I didn't notice any problems caused by it so far.
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have got a question:
    Vis Relays can have only one source, so we can't have multiple nodes powering one big Vis Net. Is that for gameplay balancing purposes? Is there any chance to see some kind of Vis Relay capable of having multiple sources in future versions? Would Thaumcraft addons which were to implement such a thing get a frowny face?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from steelblueskies

    1: is there any way to work around distortion from the upgraded ichorcloth chestpiece(robes of the stratosphere) causing player launched objects to go nuts? trying to use an mps powrfist to throw lux capacitors(light source objects) they get hit by robe distortion and wind up.. well anywhere, randomly for one example.


    I've sent a pull request which makes the Robes not affect player's own projectiles, but it's not merged. They either don't want this or just don't like the way I made it, I guess.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    pixlepix, nekosune, can you please clarify - if I would like to make some minor changes and send them as a Pull Request, what branch/commit should I use as a base to make it possible to have my changes in next stable release?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Eruantien

    Is your issue with visuals or chunks?

    If you just can't see the node: are you using Optifine? This is a known issue, on Optifine's side: nodes don't render (you can't see them) when they're inside another block, such as a Silverwood Log or a Charged Obsidian Tile.

    If something is causing the aura node to not save when the chunk is unloaded, could you give more information please?


    It is not a visual issue. It seems to be a problem with silverwood tree generation. By overriding setBlockAndMetadata in WorldGenSilverwoodTrees and making it throw exception I got this:
    java.lang.RuntimeException: Attempted to replace block with tile entity thaumcraft.common.tiles.TileNode@2dc99311
        at [my class with overriden setBlockAndMetadata]
        at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.placeBlockLine(WorldGenSilverwoodTrees.java:302)
        at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.generateLeafNodeBases(WorldGenSilverwoodTrees.java:376)
        at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.generate(WorldGenSilverwoodTrees.java:528)
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I encountered a very strange bug with Thaumcraft 4.0.5b.

    Sometimes silverwood logs have invisible aura nodes. You can't see them with neither Goggles nor Thaumometer, however, TileNode exists at the coordinates of the wood log (until chunk gets reloaded, after that it's completely gone), and if you put Wand Recharge Pedestal, you can even charge your wand from it.

    I think there may be incorrect metadata set when node is generated (or incorrect metadata check to determine whether the block should have TileNode).
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Cyperangel

    I have a bit of a weird problem with TT. I have infused the Cowl of the Abyssal Depths, the Robes of the stratosphere, and the Boots of the horizontal Shield. But no matter what I do, how I place the items, and how many times I click on the infusion alter with any of my wands, the leggings just refuses to infuse.


    Are you using regular Potion of Fire Resistance, not the one extended with redstone?
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I'm trying Mo' Creatures 6.1.0 for Minecraft 1.6.4 without CustomMobSpawner. It appears to me that spawn configuration in MoCreatures.cfg has no effect at all, for example, if I write something like
    ogre {
        B:canspawn=false
        I:frequency=0
        I:maxchunk=0
        I:maxspawn=0
        I:minspawn=0
    }


    Ogres still spawn. Reproduced with Forge 965 and no mods except Mo' Creatures. Can this be fixed?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Everytime I try to use Thaumostatic Harness on a server I get kicked with the reason "Flying is not enabled". Does flying have to be enabled on server in order for it to work? If not, how else can this problem be solved?

    Thaumcraft 4.0.3a on Minecraft 1.6.4.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Thaumcraft 4.0.3a.

    I just enchanted my Wand Focus: Fire and it got Frugal III and Unbreaking III. Is Unbreaking supposed to be able to go on Foci? Does it do anything?
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Mr_TJP

    Nice. And you are sure that its making builds up to date?

    If you can tweak my current build script, then that would be great. Else I can just use this one.


    It copies source to MCP right before recompiling and removes it right after recompiling, even if it has failed. Same for reobfuscating. So it should always leave MCP clean and ready for a fresh build. While I was running it (about 15 P:R builds), it was producing proper .jars.

    The main issue I encountered with Jenkins on CloudBees is:
    CloudBees may run different builds on different slaves, so while workspace on one of them may already have Forge installed, workspace on another may not have it, so it will install it again, taking a fairly major build time (for me it was about 15-20 minutes). However, I think you can synchronize workspace with, maybe, copy-to-slave plugin by copying it back and forth - from master to slave before build and from slave to master after build.


    My build script has some major differences from yours. It is mostly dependency-based: you can't run "package" without "reobfuscate", "reobfuscate" without "recompile", etc. I, actually, did not design it for using in development environment (it installs Forge without assets, you can't build unobfuscated jar). However, if you want to get obfuscated jar, you just run "package" and it will do everything needed, starting from downloading Forge. Also, it doesn't support "dummy" folder because you weren't using it so far, it also doesn't replace all your tokens in source (my build script injects only version and build number).

    So I don't really know what to do with it. It is mostly just personal preferences, I think.
    Posted in: Minecraft Mods
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